Computer Graphics CS 543 Lecture 12 (Part 2)
Polygon Filling & Antialiasing
Prof Emmanuel Agu
Computer Science Dept.
Worcester Polytechnic Institute (WPI)
Defining and Filling Regions of Pixels
Methods of defining region
Pixel-defined: specifies pixels in color or geometric range
Symbolic: provides property pixels in region must have
Examples of symbolic:
Closeness to some pixel
Within circle of radius R
Within a specified polygon
Pixel-Defined Regions
Definition: Region R is the set of all pixels having color C that are connected to a given pixel S
4-adjacent: pixels that lie next to each other horizontally or vertically, NOT diagonally
8-adjacent: pixels that lie next to each other horizontally, vertically OR diagonally
4-connected: if there is unbroken path of 4-adjacent pixels connecting them
8-connected: unbroken path of 8-adjacent pixels connecting them
Recursive Flood-Fill Algorithm
Recursive algorithm
Starts from initial pixel of color, intColor
Recursively set 4-connected neighbors to newColor
Flood-Fill: floods region with newColor
Basic idea:
start at “seed” pixel (x, y)
If (x, y) has color intColor, change it to newColor
Do same recursively for all 4 neighbors
(x, y+1)
(x, y)
(x, y-1)
(x+1, y)(x-1, y
Recursive Flood-Fill Algorithm
Note: getPixel(x,y) used to interrogate pixel color at (x, y)
void floodFill(short x, short y, short intColor)
{
if(getPixel(x, y) == intColor)
{
setPixel(x, y);
floodFill(x – 1, y, intColor); // left pixel
floodFill(x + 1, y, intColor); // right pixel
floodFill(x, y + 1, intColor); // down pixel
floodFill(x, y – 1, intColor); // up pixel
}
}(x, y+1)
(x, y)
(x, y-1)
(x+1, y)(x-1, y
Recursive Flood-Fill Algorithm
Recursive flood-fill is blind
Some pixels retested several times
Region coherence is likelihood that an interior pixel mostly likely adjacent to another interior pixel
Coherence can be used to improve algorithm performance
A run: group of adjacent pixels lying on same scanline
Fill runs(adjacent, on same scan line) of pixels
Region Filling Using Coherence Example: start at s, initial seed
Push address of seed pixel onto stack
while(stack is not empty)
{
Pop stack to provide next seed
Fill in run defined by seed
In row above find reachable interior runs
Push address of their rightmost pixels
Do same for row below current run
}
Note: algorithm most efficient if there is span coherence (pixels on scanline have same value) and scan-line coherence (consecutive scanlines similar)
Pseudocode:
Filling Polygon-Defined Regions
Problem: Region defined polygon with vertices
Pi = (Xi, Yi), for i = 1…N, specifying sequence of P’s vertices
P1
P7
P6
P5
P4
P3
P2
Filling Polygon-Defined Regions
Solution: Progress through frame buffer scan line by scan line, filling in appropriate portions of each line
Filled portions defined by intersection of scan line and polygon edges
Runs lying between edges inside P are filled
Pseudocode:
for(each scan Line L)
{
Find intersections of L with all edges of P
Sort the intersections by increasing x-value
Fill pixel runs between all pairs of intersections
}
Filling Polygon-Defined Regions
Example: scan line y = 3 intersects 4 edges e3, e4, e5, e6
Sort x values of intersections and fill runs in pairs
Note: at each intersection, inside-outside (parity), or vice versa
P1
P7
P6
P5
P4
P3
P2
e6
e5 e4
e3
3
Data Structure
Filling Polygon-Defined Regions
Problem: What if two polygons A, B share an edge?
Algorithm behavior could result in:
setting edge first in one color and the another
Drawing edge twice too bright
Make Rule: when two polygons share edge, each polygon owns its left and bottom edges
E.g. below draw shared edge with color of polygon B
A
B
Filling Polygon-Defined Regions
Problem: How to handle cases where scan line intersects with polygon endpoints to avoid wrong parity?
Solution: Discard intersections with horizontal edges and with upper endpoint of any edge
See 0
See 2
See 1
See 0
See 1
See 2
See 0
Antialiasing
Raster displays have pixels as rectangles
Aliasing: Discrete nature of pixels introduces “jaggies”
Antialiasing
Aliasing effects:
Distant objects may disappear entirely
Objects can blink on and off in animations
Antialiasing techniques involve some form of blurring to reduce contrast, smoothen image
Three antialiasing techniques:
Prefiltering
Postfiltering
Supersampling
Prefiltering
Basic idea:
compute area of polygon coverage
use proportional intensity value
Example: if polygon covers ¼ of the pixel
Pixel color = ¼ polygon color + ¾ adjacent region color
Cons: computing polygon coverage can be time consuming
Supersampling
Assumes we can compute color of any location (x,y) on screen
Sample (x,y) in fractional (e.g. ½) increments, average samples
Example: Double sampling = increments of ½ = 9 color values averaged for each pixel
Average 9 (x, y) values to find pixel color
Postfiltering
Supersampling weights all samples equally
Post-filtering: use unequal weighting of samples
Compute pixel value as weighted average
Samples close to pixel center given more weight
1/2
1/161/16
1/16
1/16 1/16 1/16
1/16
1/16
Sample weighting
Antialiasing in OpenGL
Many alternatives
Simplest: accumulation buffer
Accumulation buffer: extra storage, similar to frame buffer
Samples are accumulated
When all slightly perturbed samples are done, copy results to frame buffer and draw
Antialiasing in OpenGL
First initialize:
glutInitDisplayMode(GLUT_SINGLE |
GLUT_RGB | GLUT_ACCUM | GLUT_DEPTH);
Zero out accumulation buffer
glClear(GLUT_ACCUM_BUFFER_BIT);
Add samples to accumulation buffer using
glAccum( )
Antialiasing in OpenGL
Sample code
jitter[] stores randomized slight displacements of camera,
factor, f controls amount of overall sliding
glClear(GL_ACCUM_BUFFER_BIT);
for(int i=0;i < 8; i++)
{
cam.slide(f*jitter[i].x, f*jitter[i].y, 0);
display( );
glAccum(GL_ACCUM, 1/8.0);
}
glAccum(GL_RETURN, 1.0);
jitter.h
-0.3348, 0.4353
0.2864, -0.3934
……
References
Angel and Shreiner, Interactive Computer Graphics, 6th edition
Hill and Kelley, Computer Graphics using OpenGL, 3rd
edition, Chapter 9